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New creature drive would probably be a good excuse to address this if there's still room in the creature per biome limit and give us some more natural animal tokens id hope, though i don't envy Meph having to draw 100 pictures of Gnu's after just finishing steam release as-is.
There's a creature per biome limit? I mean, of course there can probably only be a finite number of species/creatures in a given amount of space, but is this like some coded thing where too many creatures will lead to some simply being ignored? I'd have hoped it would at least pick from the available ones randomly.
What about unguligrades?
In their case the entire paw and toe arrangement is just replaced with a single hoof BP. This doesn't account for the 'cloven' hooves of deer and whatnot, which are in-fact just multiple toes. I have no idea how to handle this accurately, but i don't think its necessary, unless it is agreed upon to be.
However as an addendum, i have realized that there might be an even bigger problem with naming, in regards to the forelimbs of creatures. They're just as interesting as the hindlimbs, if you have a cat or a dog, look at how their front limbs move. All the same structures are there that you have, there's the equivalent of a shoulder, an elbow and a 'wrist' furher down between the 'elbow' and the 'paw'.
But what are we supposed to call all the parts there when we go about implementing proper limbs for quadruped creatures?
I'm also asking this because i'm keen on replacing clumsy and confusing wording such as "Left front upper leg" with something more elegant
Totally agree with you about unguligrades.
As for your addendum, silly me was hoping that correct and understandable names for the front limbs on quadrupeds would be the same as the back legs, but I may be mistaken.
As for your keenness on replacing clumsy wording, I saw a mod (Dwarf Fortress Revised) that does something like replacing "upper leg" with "thigh", but didn't see anything for lower legs; I don't think "calf" would work, because that's only for the back part, and this article doesn't seem forthcoming with layman-recognizable terms even for human lower legs, what to speak of animals:
https://en.wikipedia.org/wiki/Human_legFor the "front" legs "foreleg", could work maybe. "Left forethigh" or "right forefoot" is nice and short (though I'm not sure "forethigh" is a real word; hopefully it's at least understandable), but I can't think of how to fix "left rear lower leg". Maybe get rid of "rear" or "back" (whichever it is now), by using the same naming scheme, but with "hind" instead of "fore"? So right hindhoof?
Of course, thinking about procedural generated fantasy creatures with 6 or more legs kind of hurts this idea a bit (I mean, "upper leg" can still be replaced with "thigh", but defining "front" and "back" parts along with all the "middle" ones is tricky to consider).
I 100% agree with this suggestion. It's something that has been bugging me for a while, as well as the other, numerous biological inaccuracies present in DF.
Out of curiosity, what are these inaccuracies, other than ones that are limitations of the current engine (like metamorphosis/tadpoles)? Actually, for that matter, ones that
are tech limitations as well, since if the changes needed to make them doable aren't already planned, suggestions may as well be made for them.
In my mods, in which proper digitigrade legs are a standard feature, the naming convention is thus far
Upper leg > Lower leg > foot > paw/hoof and in earlier mods it was Upper leg > Lower leg > upper foot > lower foot/hoof, i believe .
But i suppose including 'hock' in there would be fine if it's agreed on to be a better naming scheme, which would then be
Upper leg > Lower leg > hock > foot?
I like my naming scheme because evidently, not everyone knows what a 'hock' is, but i think most people know what a 'paw' is, even if it's typically associated with cats and dogs, two totally unrelated animals anyway.
That's an alright naming scheme, though kind of awkward for birds (birds with paws?), it does have the advantage of the words being recognizable. Then again, aren't there some technical/archaic terms used in DF right now? "Eye teeth" come to mind.
I'm with you on fixing the raws, theres a few bugs and omissions here and there, as well as things that haven't been updated with time. Plus the raws are a total, unreadable mess. especially the creatures. So i wouldn't be against getting them cleaned up and making them readable... I do actually have the beginnings of such a project somewhere.
If you have a project involving raws (or even just for any current modding you do), I recommend this VSCode extension I'm working on with someone else if you haven't seen it already:
https://gitlab.com/df-modding-tools/df-raw-language-serverhttps://discord.gg/6eKf5ZYIt doesn't work properly for creatures yet as it's still in alpha/beta, but we'll be getting that working quite soon (actually, it does work on one branch of the project, but that functionality isn't in the public/main version yet), and more features than just syntax highlighting and simple error detection will be coming after the initial release.